Jorak Uln

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Everything posted by Jorak Uln

  1. as far as i understood it, it wont be possible to switch saber blades on-off when replaced by a real 3d model. as for the reasons stated below, im totally in if someone has a solution to this, but: you see, if you look closely to the vanilla blade, the thickness varies depending on the viewing angle while its messed up on the bottom, biggest downside is when looking directly at the tip when equipping a double-bladed one. Further, when retexturing them, the core has always to be brighter than the rest, or the planes will be visible.
  2. Ive modified a lot of saber blades (100+) for a TSL mod covering SLM 2.0 - though big part of them are done by now im not sure if it will be released ever - the limitations due to the engine in kotor/TSL are too great to have that much saber blades all in good quality - for instance its not possible to get those SWTOR black core ones looking well or those with colored cores... To answer your question, i have already done a handful of SWTOR variants for color cyan - but i'd really wish we could use a saber blade model thats well rounded (also when looking at the tip) and not made of 8 planes.
  3. well, im very busy atm, and there are many projects that i want to release, but are still unfinished yet - sorry for keeping you guys waiting... hope you can be patient for a while. - However about the K1 saber blades mod - i dont have access to my modded Kotor installations right now, but if i remember correctly, isnt the name of the saber blades in K1 the same as in TSL? In that case its compatible with TSL anyway.
  4. It's her own edit. Cache is a true artist and she has always been respectful and eager to help when working with me or using my textures for example. I'm sure that goes for Quanon's as well, even if his name's missing, it's not on purpose.
  5. Jorak Uln

    In Your Face

    very cool design! I like it
  6. I use neither. But you're free to give it a shot - I will send you the file. Actually its a co-op project with Cache71, where she did very well on the pipes and other parts already, and I'm trying to give the animations & overall tex a look similar like seen in the (prequel) movies. So all planets will be covered and additional textures like PLC, Speeders and Faces. It's a lot of work, but I have a strong feeling you wont have any desire to use my old K1 overhauls once it is done....
  7. Nah, no problem. I think it's important that we also talk about the things that could be improved. As (hobby-) artists we are all in the same boat, trying to get better every time. (BTW, what about the story writer for that certain planet??) About the sand-shadows: not sure if I can change the shadow color without changing anything else...but good eyes - the scene is indeed modeled after New Hope Sunset For now there are still Dantooine, Korriban & Taris unfinished, so I have to think of that too.
  8. Glad you like it! Funny, since judging it ingame i actually liked that one most from all Tatooine textures. Mainly because of the high contrast. The idea is to create sth. similar to the sand in the back: I must admit, im not a big fan of the cloning tool, since you always have artifacts. And even a little bit of color displacement will be visible, and more, in a repeating pattern every 4-5 meters in front of your main char, believe me, you dont want that.
  9. Don't worry. I'm not made out of paper, so I can take a bit constructive critique Back to topic: You're right, the footsteps on the tex dont look ideal - but as I said - on the other hand, I have to make compromises with that floor texture. Even with hex editing there's no way to assign more than one tex.
  10. ah, that one. As you know, the difficulty in Kotor is that you have the same tiny texture which is plastered across the dune sea ~ 100 times. So no matter what you do, to some extend it will always look a bit repetitive. I used a more regular dune tex before, but it looked worse, so this was really the best i could find, as it has a lot of detail and hides that aspect pretty well. Atm i cant do any better, sorry.
  11. Do you mean the floor tex in the sandpeople enclave?
  12. Good point, i havent noticed that yet. Also i still have to add a second sun to the skybox, so that one should fix it.
  13. Very cool things you got here. Its those small additions like the icy breath for example that makes the game more interesting. Hope to see more work from you soon!
  14. Wow! this is incredible. VP, is this from you? I really like to know how that planet is done - imagine to have ingame cutscenes with that textures!
  15. Wait a sec. What I meant wasn't to create the whole planet from scratch; so I'm just curious, does just the porting process with already existing assets from one finished module to another take years?
  16. It dont have to take 5 years, right? What if we take only already finished WIP modules and port all dialogues & encounters from the original Yavin IV mod? would that significantly shorten the process?
  17. That thread needed to be done! For Kotor 1, i'd actually like to see a Yavin 4 revamped version - the mod is good but: 1. im not sure if its compatible with K1R and BoSSR. 2. all areas are from vanilla game. Sithspecter i think has done at least some tweaking to existing K1 areas couple years ago, like adding heavy fog or assigning totally different textures for the Star Forge, so in short, id like to see the whole Yavin mod ported into a new (or heavily tweaked) module - with the same content, but different visuals.
  18. The tip is only looking like that because the saber was in motion - its difficult to get the screnshot of only 1 frame - if i find time, i could perhaps send you guys a test file, since the appearance is also changed by the animation. EDIT: Here it is. (only colors Blue, Red, Yellow, Purple, Green) Just drag & drop into Override: http://www.megafileupload.com/g984/MovieSaberTEST.rar
  19. Movie enspired standard sabers, they flicker very subtle, so the core doesnt appear always the same - so far im considering releasing them as a separate mod to the big overhaul:
  20. It might also help to use the Star wars names generator: http://fantasynamegenerators.com/sw-hutt-names.php#.WAHtP39xqUk not every name sounds right, but a few tries and you might get a good one, also with other races. About the writer: As i said i could look around, and see if i find an appropriate one.
  21. No worries. I do not want to suggest anything like that! I like SS work. The reason why i said that was simply, because i made the experience first hand now, that since i teamed up doing my textures, everything goes much faster and the best part: it leaps the quality of my own work, since i can give attention now to small details previously not possible. I think if SS has a good writer in the team, it could boost things in a similar way. It also wont hurt his general vision since he could give exact instructions how things should be written. @SS: this is only an idea, so dont feel forced on anything
  22. what i meant is: its good that you have a clear plan what quests should be in there, but: my point was that a (semi)professional writer could help you a lot with the quality of the writing - to make each quest as interesting and exiting as possible. So if you have clear ideas how the plot has to be & which npcs should be involved, you just talk to your writer, and he/she fills that with greatly written dialogues and perhaps new even ideas. That saves you a lot of time and would make even simple "bring & fetch" quests interesting like in amazing games like the Witcher, Mass Effect or Kotor 2. So if you like the idea, i could also look around which fanfic writer capture that Star Wars/Kotor feeling best in their stories.
  23. Interestingly, things took an interesting turn now. Currently im working on an Overhaul with Cache71, which overhauls all Planets and most other textures too of Kotor 1. The prequel movies are an important inspiration ressource and i tried my hardest to get it look right. Therefore, most likely there wont be an update on the Complete Overhaul series.
  24. First of all, AMAZING work as always! Speaking of quests, im curious, do you plan to get a good storywriter into the team? I think that might be helpful if you plan to implement some big quests with many story arcs and twists & turns... Maybe even some big decisions like in KotfE?